摘要 :
Through its unique sensory synchronized design, virtual reality (VR) provides a convincing, user-centred experience of highly controllable scenarios. Importantly, VR is a promising modality for healthcare, where treatment efficacy...
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Through its unique sensory synchronized design, virtual reality (VR) provides a convincing, user-centred experience of highly controllable scenarios. Importantly, VR is a promising modality for healthcare, where treatment efficacy has been recognized for a range of conditions. It is equally valuable across wider research disciplines. However, there is a lack of suitable criteria and consistent terminology with which to define VR technology. A considerable number of studies have misclassified VR hardware (e.g. defining laptops as VR), hindering validity and research comparisons. This review addresses these limitations and establishes a standardized VR qualification framework. As a result of a comprehensive theoretical and literature review, the hardware-based VR qualification matrix is proposed. The matrix criteria consist of (1) three-dimensional (3D) synchronized sensory stimulation; (2) degrees of freedom tracking; and (3) visual suppression of physical stimuli. To validate the model and quantify the current scale/diversity of VR misclassification, a 2019 sectional review of health-related studies was conducted. Of the 115 studies examined against standardized criteria, 35.7% utilized VR, 31.3% misclassified VR, 18.3% were considered quasi-VR, and 14.8% omitted critical specifications. The proposed model demonstrates good validity and reliability for qualifying and classifying VR. Key Practitioner Messages Virtual reality (VR) therapy has gained rapid empirical support, although many practitioners do not understand the difference between genuine and less-realistic VR variations. That has resulted from an evident lack of suitable criteria to define VR across a range of studies and protocols. Our proposed hardware-based virtual reality qualification matrix addresses issues to do with misclassification, via the introduction of standardised criteria. Applying the matrix to existing literature has revealed that more than 30% of VR studies use hardware that does not fit the high standards of rigour required for immersion in a simulated space. The model is a practical tool researchers and practitioners can use to quality and verify VR standards across research studies.
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Virtual reality (VR) and augmented reality (AR) technology allows the user to view distant places, as well as the world around us, in ways that were never before possible. VR creates an environment that you can explore, while AR e...
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Virtual reality (VR) and augmented reality (AR) technology allows the user to view distant places, as well as the world around us, in ways that were never before possible. VR creates an environment that you can explore, while AR enhances our view of the real world, when viewed on a screen, by adding information via text, imagery, and audio. Thanks to this technology, we can walk across the surface of distant planets, drive a rover across Mars, and take a tour of the International Space Station, all from the comfort of our classroom. Although these are relatively new technologies, there are many VR and AR resources available to the classroom teacher. (See Resources for two recent NSTA journal articles and a Go Crazy Science blog post that discuss VR and AR in the classroom.)
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In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor th...
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In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions. Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a?group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating?virtual reality or videogames as a whole. This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.
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The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions wi...
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The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
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This study aims to fill a gap in current research on virtual reality (VR) by developing a valid and reliable educational VR acceptance scale based on the unified theory of acceptance and use of technology (UTAUT) model to measure ...
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This study aims to fill a gap in current research on virtual reality (VR) by developing a valid and reliable educational VR acceptance scale based on the unified theory of acceptance and use of technology (UTAUT) model to measure the level of students’ acceptance and use of VR systems. In three phases, the reliability and validity studies of the scale were performed with a total sample of 440?second, third, and fourth-year undergraduate students studying at various faculties in the 2021–2022 academic year. The face validity and content validity of the scale were examined by obtaining expert opinions. Exploratory factor analysis (EFA) was carried out with the first group of samples (n?=?186) and confirmatory factor analysis (CFA) was carried out with the second group of samples (n?=?219). After conducting EFA, the scale had four factors with 18 items, explaining 67.62 percent of the total variance. According to CFA, the construct of the 4-factor with 21 items scale had a good fit with the data. Cronbach’s alpha coefficient and test–retest methods reliability coefficient of scale that were calculated to determine the reliability of the measurements were found to be .88 and .89, respectively. The discriminatory power of the items was examined by comparing the participants’ bottom 27 percent and top 27 percent and calculating adjusted item-total correlations. The findings revealed that the educational UTAUT-based virtual reality acceptance scale was a valid and reliable instrument to measure students’ acceptance and use of VR systems.
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The aim of the study is to address a gap in the literature by developing an educational virtual reality (edVR) attitude measurement instrument, which determines college students’ attitudes towards using VR technology for educatio...
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The aim of the study is to address a gap in the literature by developing an educational virtual reality (edVR) attitude measurement instrument, which determines college students’ attitudes towards using VR technology for educational purposes. A sequential exploratory mixed method was employed to develop the measurement instrument. Initially, a qualitative approach was used to establish the face and content validity of the instrument and subsequently a quantitative approach was used to test the construct validity and reliability of attitude statement items. Critical reviews and constructive feedback were gathered from a range of parties, including target users (i.e., college students), learning technology experts, assessment and evaluation authority, and linguists of English and Turkish. The psychometric properties of edVR attitude measurement instrument were tested with a total sample of 305 sophomore, junior and senior students studying at different faculties. The exploratory factor analysis (EFA) results confirmed the single-factor structure with nine items, explaining 63.46% of the total variance and the confirmatory factor analysis (CFA) results indicated a sufficient fit of this single-factor model. The Cronbach’s alpha coefficient for the edVR attitude measurement instrument was 0.92 and the test–retest reliability of the instrument was 0.94. The t-values were significant for all items for 27% of the participants to compare the top and bottom. As a result, the edVR attitude measurement instrument was valid and reliable in measuring students’ attitudes towards educational VR.
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Initially designed for the treatment of phobias, the use of virtual reality in phobic disorders has expanded to other mental health disorders such as posttraumatic stress disorder, substance-related disorders, eating disorders, ps...
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Initially designed for the treatment of phobias, the use of virtual reality in phobic disorders has expanded to other mental health disorders such as posttraumatic stress disorder, substance-related disorders, eating disorders, psychosis, and autism spectrum disorder. The goal of this review is to provide an accessible understanding of why this approach is important for future practice, given its potential to provide clinically relevant information associated with the assessment and treatment of people suffering from mental illness. Most of the evidence is available for the use of virtual reality exposure therapy in anxiety disorders and posttraumatic stress disorder. There is hardly any evidence that virtual reality therapy is effective in generalized anxiety disorder and obsessive-compulsive disorder. There is increasing evidence that cue exposure therapy is effective in addiction and eating disorders. Studies into the use of virtual reality therapy in psychosis, autism spectrum disorder, and attention deficit hyperactivity disorder (ADHD) are promising.
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This study describes the sociodemographic profile and the perceived psychological or therapeutic potential among the first users of commercial Virtual Reality (VR) viewers. For this, a computerized questionnaire designed ad hoc fo...
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This study describes the sociodemographic profile and the perceived psychological or therapeutic potential among the first users of commercial Virtual Reality (VR) viewers. For this, a computerized questionnaire designed ad hoc for this project was used. 117 participants of both sexes, with a mean age of 36.91 were part of the study. The relationships between the eleven variables evaluated through means contrasts (Snedecor's F) and contingency analysis (chi-square and Sommers' D) are analyzed. The results obtained indicate that the profile of the VR user is preferably male, with higher studies, he has acquired a videogame viewer more frequently, with a frequency of use more than once a week and has been a user for at least two years. The therapeutic utility of this virtual modality is recognized by 31.6% of the users of this technology and 37.6% infer that in the future the use for psychological purposes will be feasible and positive, being the youngest those with statistically significant differences offer this assessment. The therapeutic use of this technology is recognized mainly in overcoming phobias and physical limitations, improvement of mood, reduction of stress and anxiety, greater effectiveness in the provocation of states of relaxation, as well as in the medical field, especially in training in surgical complications and more effective induction to anesthesia; finally, pointing out the advantages that it brings in the improvement of communication between people, in the development of emotional intelligence and in psychotherapy.
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The virtual image distance in an augmented reality (AR) or virtual reality (VR) device is an important factor in determining its performance. In this paper, a method for measuring the virtual image distance and its uniformity is p...
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The virtual image distance in an augmented reality (AR) or virtual reality (VR) device is an important factor in determining its performance. In this paper, a method for measuring the virtual image distance and its uniformity is proposed. The setup for measurement consists of a two-dimensional spatial sensor array on the translational stage and a pinhole array plate placed in front of the AR or VR device. As the distance between the pinhole plate and the two-dimensional spatial sensor array were changed, the positions of the rays through each pinhole were measured by a two-dimensional spatial sensor array. The ray trajectories through each pinhole were obtained by fitting these positions to straight lines. The relative distances between these ray trajectories were calculated with respect to the distance from the pinhole plate. This method is effective for measuring the uniformity, such as the azimuthal dependence of the virtual image distance or the dependence of the virtual image distance on the distance from the optical axis of the VR lens.
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